13,656 Commits over 2,741 Days - 0.21cph!
Can now change rf transmitter frequency while in a hostile TC radius
Fixed gibs not matching colour
Bug fixes
Apply new construction skin component to all container prefabs
First pass spray can logic
Sleeping bag now notifies players involved when ownership changes (so client side bag info is up to date)
Initial implementation of showing respawn options on map screen
Merge from hackweek-chat-emoji
Add some padding to the bottom of the emoji picker
Merge from hackweek-chat-emoji
Protocol++
Auto complete suggesstions can now be clicked on
WIP popup autocomplete window when typing emoji
Merge from hackweek-chat-emoji
Reorderable emoji list
Fixed worried incorrect hookup
Fixed skin tone changes being automatically applied on emoji's with no skin tone options
Simplify emoji creation process, particularly for skin tone variants
Default skin tone is now substituted automatically if the skin code isn't specified in the chat string (":angry: becomes :angry+2: if the default selected skin tone is 2)
Add ability to remove emoji ownership check on server in case of performance issues
Removed option for emoji's to use multiple frames (we're not using them anyway)
Added LodLevelDisplay editor component, draws debug text on the screen to show the current LOD level of the gameobejct it's attached to
Includes colour and scale options
Added the option to scale the font size on DDraw labels
Added ability to change detonator frequency from inventory (same as pager)
Respects frequency limits and deducts condition to ensure parity with changing menu accessed via the RMB menu
Fixed pager missing silent options
Fix AI move dithering
New state component to toggle layers at runtime
Calling dof_focus_lookat or dof_focus_target will now set dof_focus_dist to 0
debugcamera_load and autoload now work even if debugcamera_lock is true
Synced the three reloading layers, unsure if it's having the desired effect
Apply reload blends
Uniform transition duration for stops, threshold to play stop is higher
Reenable walk stops
Scene change
Add graph visualizer
Animator tweaks + bonus camera view
Fixed horizontal view angles not working
Disable the walk stop states and transition straight to stand
Refactors
AI setup
Refactor views
Fixed weapon swapping
View changes
Root motion tweaks
Animator updates, fixed stop angle bad calculation
Better aim accuracy when an IK turn is happening
Added server convar Voice.ToggleVoiceRangeBoost, takes a player and a state (eg."ToggleVoiceRangeBoost Sam 0")
Added replicated convar Voice.VoiceRangeBoostAmount, any player with range boost toggled will have their voice audio range increased by this amount (clamped between 0 and 200).
This range also increases the range at which players will receive voice network packets around that player
Weapon roots
Fixed a misconfigured walk forward blend tree while unarmed
Remove some meta files
WIP root motion work
New, better root motion approach
Clean up old, bad approach
Drive root motion via named parameter curves
Fixed default string value of input field text
Update from repository
Includes skin icon fix and text vertical overflow
Added HudMenuInput support for input fields
Added ability to destroy ui within AddUI rpc
Prevents Mipmap stuff from affecting image quality
this has been the primary reason why loading images from the web gets no usage,
this fix makes images load the same as if they came from the server, creating a better development experience
Merge pull request #43 from Kulltero/FixWebImageQuality
Prevents Mipmap from destroying image quality
Merge changes from Rust repo (texture caching and demo fixes)
Merge pull request #40 from TactiTac0z/master
Added ability to destroy ui within AddUI rpc
Merge branch 'master' into update
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Rotate the player via code when moving
Add UI and parameter switching for weapon types
Mostly plugged in unarmed animations